Browsing the Apple App Store, you are likely to find games such as The Simpsons: Tapped Out and Real Racing 3 as a mainstay in the top ten. Both are efforts from publisher Electronic Arts (EA), best known for high profile video game releases on platforms such as PC and consoles. Not only has EA been a pioneering force in bringing big budget games to the smartphone platform, it has also been a heavy proponent behind the free-to-play model.
We talked to EA A/NZ, SEA, South Africa and India mobile general manager, Mark Fordham, about the publisher’s focus on mobile gaming.
Why get into the mobile space early?
EA A/NZ, SEA, South Africa and India mobile general manager, Mark Fordham (MF): EA has always evaluated new and emerging technologies, and with the rise of mobiles and mobile gaming, we saw a great opportunity to reach a larger group of consumers. By investing in mobile we were effectively allowing our consumers to access our content where and when they wanted. So they could play a game like FIFA at home, on a train, or in a lift when they wanted anywhere, anytime.
Why do mobile versions of EA games do well?
MF: Over the last few years, there has been a lot more excitement in mobile gaming driven by the ever increasing technological capabilities of smartphones, which has made publishers take notice. We now have the ability to deliver console quality graphics on a smartphone that were never possible before. Real Racing 3 and Need for Speed Most Wanted are just two examples of how stunning graphics and intuitive gameplay can be delivered on a mobile device.
Are console gamers prepared to play mobile games?
MF: Console gamers no longer limit themselves to just the one platform. There are so many great titles specific to any number of platforms, both console and mobile. Usually that demographic is extremely tech savvy and hungry for content, such as games, apps, videos, and music, both in the home, on the go and even in the workplace. Some of our recent titles such as Need for Speed Most Wanted and FIFA 13 integrate with the console versions of the game, which is a trend we’ll continue to see emerging over the coming months. Increasingly, core gamers don’t see a difference between gaming on a console and gaming on a mobile. The only difference is accessibility.
Who is buying EA’s mobile games?
MF: We see a broader audience increasingly playing EA games on mobile devices. Many of the barriers that exist to those brands on console are not present on smartphone as we move to a freemium model where the game is free for all to play. Again the quality of graphics on smartphone devices has seen the audience grow considerably. We have a huge fan base on both franchises, and playing on smartphone allows them and new consumers to play our games on the go, especially considering Australia’s high smartphone penetration.
How did The Simpsons: Tapped Out become such a hit?
MF: There have been a number of contributing factors to The Simpsons: Tapped Out success. The game has been popular as it let new and old fans connect with the show; create their own Springfield with such a great history of characters; receive monthly content updates with tie-ins to episodes and iconic events like Treehouse of Horrors; and it is free to play. The Simpsons is an extremely popular show and has been over its 23 and counting year run on television. Everyone has a favourite episode.
Which episode of The Simpsons is your favourite one?
MF: Personally, mine is the eight episode of season four [“New Kid on the Block”] where Homer gets thrown out of the All-You-Can-Eat Seafood restaurant.
Why is freemium an opportunity over the typical “pay and play” model?
MF: If you look at the App Store’s top grossing rankings, you will see there has been an obvious shift in what our consumers want to play and where they are spending their money. EA has identified that freemium is the future of our mobile business. One key factor of the freemium model is that it removes the barrier of entry and allows a whole new audience to play a product that they may not have played before. By removing the price barrier you are giving consumers an informed choice, allowing them to play for free with the option to transact in the game. In Real Racing 3, for example, there are now more than 1000 races that a consumer has access to play for free with the option to purchase more $R depending on their level of engagement in the game.
What is the secret to EA’s FireMonkeys studio?
MF: The secret to success in any industry, be that video games or anything else, is quality and I really believe that is what you see with Firemonkeys, Australia’s biggest gaming studio. They have created some of the most critically acclaimed products on mobile. While Real Racing 3 is clearly one of their premium products, The Sims FreePlay continues to see high levels of engagement and receive content updates over a year after release; Need For Speed Most Wanted is the definitive arcade racer; Flight Control is the classic pick-up and play, time killer on mobile; and many more. These games have been critically acclaimed around the world as some of the best examples of what can be achieved on a mobile device.
Is there communication between mobile divisions and other EA studios?
MF: Definitely, where possible our studios talk to each other, and you can see that in two of Firemonkeys’ recent titles. With Need for Speed Most Wanted, the Most Wanted points you earn within the mobile game crossover into the console version of the game and vice-versa. In Mass Effect Infiltrator, the game takes place in the Mass Effect universe that Bioware had created.
What was the impact of iPhone and iPad on EA's mobile strategy?
MF: Naturally we see the introduction of the iPhone and iPad as a game changer not only in the gaming space but across many different areas. The increased graphic capability of devices today make it perfect for the development of cutting edge mobile gaming products. Mobile titles can now deliver quality gaming experiences that rival those on console, and the longevity of gameplay through the freemium model has opened up a whole new market of consumers who are wanting to play and be entertained.
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